Hello, im new here. I've been trying to fix the topology of this area, but im having a hard time. This is how it looked like before Then i tried on 2 different ways to fix the topology and fill the empty space, but honestly im not sure if any of them were right. Any suggestions or tips?
2 methods in modo really 1. Select 2 edges(or more), bridge. if your # of sides are even, you can select a bunch of edges and bridge to get perfect quads etc. by # of sides varied a bit more than i liked so i needed some tris in there 2. Select vertexes and make poly! In modo this is P on the keyboard, im sure other apps…
-I just took a random amount of edges, you will have to work out how many you need for that :p 1) Make a cylinder (having 1 cap segment is helpfull to make the selection) Select 2 edges, skip 2 (or you could do like 2-3, 1-2, depends on what you need) and scale them in as much as is needed 2) remove the top 3) with border…
calen, you could always try to make it really low poly. Without any edge support Import it to Zbrush, amp the HP up without using smoothing 2-3 times, then apply smooth and amp it up 1-2 times.
I'm pretty sure I'm overcomplicated this a shit ton! I've tried using 2 different approaches: 1. model flat, subdiv and bend. 2. model on a cylinder with lots of sides. would love to see a cleaner way of doing this shape, please.
so, this time i used max. so just create an helix and add lots of curves, both radius need to be the same. you can turn on, render in viewport, and add like 7 segments for the helix. convert to poly. add a ffd 2*2*2 and select the 4right control points and pull them down. then you can, scale the helix down on all axis, and…
Nobody knows? hand made subdivision It could be very universal and usefull to know. There are three stages of vertices: 1) hand made subdivided 2) half way subdivided 3) unsubdivided Known procedure is only for number one. It is possible to exactly position number 2 and 3?